25 lines
1.0 KiB
CSS
25 lines
1.0 KiB
CSS
.icon-container {
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display: flex;
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justify-content: center;
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align-content: center;
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background-color: var(--deepdrft-play-chip);
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border-radius: 50%;
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height: 60px;
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width: 60px;
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transition: background-color 1s ease-in-out;
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}
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.icon-container:hover {
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background-color: color-mix(in srgb, var(--deepdrft-play-chip), var(--deepdrft-navy-mid) 25%);
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}
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/* In dark mode the chip is moss-green and MudIconButton's Color.Primary/Secondary green
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glyph would vanish against it, so pin the glyph to --deepdrft-play-glyph (navy) in dark
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only. In light mode the token also resolves to navy, but applying it there overrides
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Color.Secondary (green-accent) on hero/row mounts — a visible regression. Scoping to
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.deepdrft-theme-dark preserves the MudBlazor Color prop in light and fixes only dark.
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::deep reaches the portaled-in-scope MudIconButton icon, which doesn't carry this
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component's scope attribute. */
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.deepdrft-theme-dark .icon-container ::deep .mud-icon-button {
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color: var(--deepdrft-play-glyph);
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} |